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Author Topic: HUD sounds  (Read 2949 times)

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waqwarrior

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HUD sounds
« on: May 28, 2010, 01:59:00 AM »

So... at the moment I'm kinda likin' the thought of having those specific weapon pickup sounds play (xxx weapon acquired) when I pick up a weapon, but I only want to do this for the first time I pick up a weapon, not subsequent...acquisitions ;)
How do I incorporate this? Along with the "burn" and "electrified" sounds, I want to add those as well. Is this just a simple HUD.txt edit? Any help is appreciated.
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hlfan

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Re: HUD sounds
« Reply #1 on: May 28, 2010, 03:22:08 AM »

I'm doing sounds for when gordon picks the hev, you can hear the sounds of freeman dressing his suit :P (like zziippp sounds and that)

You idea fits perfect for a multiplayer mod, i take a look to the hud.txt to see what can you do with this file :D.

Edit: Look at the senteces.txt... there's a section of the hev, and says what sounds are for each weapon is when is picked
« Last Edit: May 28, 2010, 03:25:26 AM by hlfan »
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Greer

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Re: HUD sounds
« Reply #2 on: May 28, 2010, 09:26:43 AM »

So... at the moment I'm kinda likin' the thought of having those specific weapon pickup sounds play (xxx weapon acquired) when I pick up a weapon, but I only want to do this for the first time I pick up a weapon, not subsequent...acquisitions ;)
How do I incorporate this? Along with the "burn" and "electrified" sounds, I want to add those as well. Is this just a simple HUD.txt edit? Any help is appreciated.

That idea was incorporated into Rebirth, worked perfectly too.And its a code edit, not HUD i would believe.
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Lt.JC

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Re: HUD sounds
« Reply #3 on: May 28, 2010, 10:19:53 AM »

Yeah, afaik all those sounds don't work without coding it in. Valve probably wanted to have it in the game originally but left it out or removed it for the final version for...whatever reason they had. Maybe they took it out so less sounds would have to be cached, at the time halflife came out there was still the "out of sfx" error.

I thought hl2 would get the sounds but they were left out too.
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waqwarrior

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Re: HUD sounds
« Reply #4 on: May 28, 2010, 12:45:34 PM »

I'm pretty sure this can be done without coding, new sounds played in DiamonD's mod; after taking a lot of damage it would say "evacuate area".
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Matt

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Re: HUD sounds
« Reply #5 on: May 28, 2010, 01:03:58 PM »

I can't think of a way to do it without editing the code. It has been added to HL:e, but it was coded in.
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waqwarrior

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Re: HUD sounds
« Reply #6 on: May 28, 2010, 01:46:32 PM »

Aye, I can make a small mod, then. What files require editing?
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Greer

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Re: HUD sounds
« Reply #7 on: May 28, 2010, 02:47:28 PM »

I'm pretty sure this can be done without coding, new sounds played in DiamonD's mod; after taking a lot of damage it would say "evacuate area".
Thats in default HL1 too I believe, it says that from time to time when you are really low on health.
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Matt

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Re: HUD sounds
« Reply #8 on: May 28, 2010, 03:03:50 PM »

Aye, I can make a small mod, then. What files require editing?
I would put it in CBasePlayerItem::AddToPlayer()

Of course, you also need to set the sentence for each weapon within each weapons code.
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waqwarrior

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Re: HUD sounds
« Reply #9 on: May 28, 2010, 04:07:24 PM »

He added to the fvox folder, that sound doesn't play in vanilla HL.

If I get some code done, I'll post it and if someone could compile for me that'd be great.
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